You are on page 1of 54

DISCLAIMER 2

To our families, for their patience and love.


To SimBin and ISI for their great games.
To those of you who have been supporting us during these years.

HistorX team

Manual written by Rantam


Revised by Hugh Jarse and NotLaw

Document version: 1.0 (For mod version 1.95)


July 2012
DISCLAIMER 3

DISCLAIMER
It's not allowed to copy or modify anything from this mod without an explicit
permission from the authors: HistorX, ISI or Simbin (depending on the content).

Improvements about this mod from the community are very welcome, but no
conversion, addition or modification to the material found in this package shall be
publically released without prior consent from the creator of the content.

This mod has been developed for free distribution, but you do not have permission to
put this package on any cover-cds without our explicit permission. This modification
may not be distributed for any commercial purposes also.

Any problems or issues derived from its installation is responsibility solely of the
user.

If you have any doubt please contact us at http://www.historx.net


DISCLAIMER 4

Table of Contents

DISCLAIMER ..................................................................................................................................... 3
Introduction ..................................................................................................................................... 6
About the current version of the mod ............................................................................................ 7
So, where is HistorX v2.0? ............................................................................................................... 8
Installation ....................................................................................................................................... 9
Requirements ........................................................................................................................ 9
Preparing GTL to be checked............................................................................................... 10
Installing the mod for first time .......................................................................................... 10
Standalone installation method ...................................................................................... 10
rFactor mod installation method .................................................................................... 11
Updating from v1.9 ............................................................................................................. 12
System and game configuration .................................................................................................... 13
Configuring your wheel controller: Realfeel Plugin (RFP) & Force Feedback ..................... 13
Recommended settings for the wheel controller ........................................................... 13
Windows settings ............................................................................................................ 13
rFactor controller settings ............................................................................................... 14
Upgrades ......................................................................................................................... 16
More about RealFeel plugin ............................................................................................ 17
Setting the Artificial Intelligence (AI) .................................................................................. 19
Graphics setup ..................................................................................................................... 20
Audio setup ......................................................................................................................... 20
Using the User Interface ................................................................................................................ 22
Single player sessions .......................................................................................................... 23
Car selection screen ........................................................................................................ 24
Track selection screen ..................................................................................................... 26
Championship mode........................................................................................................ 28
Multiplayer sessions ............................................................................................................ 28
Options ................................................................................................................................ 29
Player profile ................................................................................................................... 29
Vehicle selection.............................................................................................................. 30
Racing series .................................................................................................................... 30
DISCLAIMER 5

Replay fridge .................................................................................................................... 30


Settings ............................................................................................................................ 31
On the track ......................................................................................................................... 31
Changing the user interface ................................................................................................ 33
Classes system ............................................................................................................................... 34
Recommendations......................................................................................................................... 35
How to start playing this mod ............................................................................................. 35
Racing during the night ....................................................................................................... 35
Locked or Unlocked cars? .................................................................................................... 36
Setting up your car .............................................................................................................. 37
Other tips and tricks to get the best of it ...................................................................................... 37
Appendix........................................................................................................................................ 38
Classes system values .......................................................................................................... 38
Information for Skinners ..................................................................................................... 39
Known issues and Troubleshooting..................................................................................... 41
Related to the installation ............................................................................................... 41
Related to the mod.......................................................................................................... 41
v1.95 changelog................................................................................................................... 43
Additional resources............................................................................................................ 47
Credits............................................................................................................................................ 48
Notes ............................................................................................................................................. 53
Introduction 6

Introduction
Welcome to the Historic GT & Touring Cars (HGT&TC) mod for ISI’s rFactor!

First of all, thank you for downloading this mod!

This mod tries to reproduce, through rFactor, both the thrill of driving and the sheer
visual splendor of classic racing cars. No matter if you prefer the original ones or the
actual Historic FIA series, this mod will allow you to drive them, participating in
events and series like Trans-Am, Targa Florio, Le Mans 1972, etc.

Using GTL’s cars as a starting point, we’ve tried to create the most exciting simracing
experience possible based on classic cars.

This mod features:

 Scratch made physics.


 Advanced engine features (engine life limit, etc.)
 New sounds, created from real recordings of each car.
 Customized artificial intelligence (AI).
 Exclusive graphic solution to improve night races.
 Realistic Force Feedback (supports RealFeel Plugin).
 Customized user interface.
 Championship mode with a lot of different seasons.
About the current version of the mod 7

About the current version of the mod


Four years have passed since we released v1.0. During the development of this new
version almost everything has been changed in order to be improved. In fact, this
version can’t be installed as an update for v1.0. To have the latest version you’ll need
to install v1.9 and then the 1.95 update.

A full list of changes would be too long, so here goes a short summary for those who
already enjoyed v1.0:

 Approximately 800 liveries.


 New physics for all cars. The 65s cars have been completely redone. 76s and
LM72 have been improved but are similar to what you found in v1.
 Improved Force Feedback (powered by RealFeel plugin).
 Realistic shifting behavior (powered by Grinding Tranny mod).
 New sounds for many of the cars.
 A lot of new cars: including a lot of models not included in GTL and hundreds
of new liveries.
 New and more flexible classes system.
 Race standings support racing categories (classes) now.
 Improved user interface.
 Now ALT+TAB can be used to switch between the game and Windows
Desktop.
 And more! (for more information please visit www.historx.net)

If you already had v1.9 you will find what’s new in v1.95 in the appendix at the end
of this manual.
So, where is HistorX v2.0? 8

So, where is HistorX v2.0?


For a long time people have been expecting this version of the mod to be called
“HistorX v2.0”.

Well, first of all, HistorX is in fact the name of the team behind this mod, which by
the way is called “Historic GT & Touring cars”. Anyway, we understand “HistorX” is
way shorter so in the end everybody tends to use it instead (even us). So this is the last
major version of the mod which will use the “old name”. 

Second, we never really said this version was going to be released as “v2”. That
version number came from the community when they started to talk about the work in
progress version of this mod. A new name was needed for it so that was probably a
logical choice. We tried to avoid using it, and use instead simply “the next version of
the mod”. But HistorX 2.0 was still being used everywhere, so eventually it became
the name everyone expected to get when this version were finally released.

But if we’re not using 2.0 is because:

1. This is an “always in development” project. It’s huge, complex and could go


on almost forever, because we always want to improve things and add new
content. So, unless we set certain deadlines we would never release anything.
That means that despite almost everything you’ll find in this version is
considered as “final” some bits may not be 100% finished. Hope you will
understand that as part of that “ongoing” development process, not really as a
lack of attention to detail.

2. Despite this mod version is almost 100% new it’s still using the same engine:
rFactor. So from a software development point of view it should be
“v1.something”, not v2.

If it’s ever released for a new version of rFactor (as rFactor2, for example),
then you can expect such version jump.

Anyway, don’t worry: no matter the name, what you have here is the latest version of
the mod available for public use. More content, features and fixes are on the way so
they will be released in a near future (for sure you will not have to wait years again),
but this is as good as it gets for now.
Installation 9

Installation
Requirements

HGT&TC 1.95 is an update of v1.9. If you still have v1.0 or you don’t have the mod
you’ll have to install v1.9 first and then update it to v1.95

To install this mod for rFactor you will need the following:

1. If you already have v1.9 installed:


a. A retail version of Simbin’s GT Legends or the digital download
version available Raceroom.net.
b. Historic GT & TC v1.9 to v1.95 patch

2. If you don’t have v1.9 installed:


a. To have rFactor already installed. This folder mustn’t contain v1.0
b. A retail version of Simbin’s GT Legends or the digital download
version available Raceroom.net.
c. Historic GT & TC v1.9 installer
d. Historic GT & TC v1.9 to v1.95 patch

The GTL DVD/CD or the GTL digital download available at Raceroom.net will
be required during the installation process of this version of the mod. But having
GTL installed on your hardisk is not required. Our installer will not install
Starforce or any other file included on the DVD/digital download also.

Note: To install this mod you’ll need to have GTL’s DVD in your DVD tray during
the installation or the digital download available at Raceroom.net. If the installer
didn’t detect your GTL version please contact us at http://www.historx.net

Please note the installer may not detect certain retail GTL discs or other digital
downloads of GTL. If this is your case please contact us at www.historx.net, we’ll
help you to solve the issue and install the mod.

Important: the mod requires approximately 10GB of disk space. Be sure also to have
10GB of disk space available on your operating system partition (or the one
containing your TEMP folder), as a lot of space is needed to extract the temporary
files used during installation.

In the case you don’t have enough free space you can move the location of your
TEMP folder here: Control panel->Performance and maintenance->System-
>Advanced Tab->Environment variables.

Note: Be sure to have enough disk space available on your OS partition, or wherever
you’ve set your user’s “TEMP” folder. The installer needs around 10GB of space to
extract the temporary files used during the installation.
Installation 10

Please, go to the “Troubleshoot & known issues” section to see how to solve the most
common installation problems.

Preparing GTL to be checked


If you got a retail version of GTL simply insert it in your DVD tray before launching
the mod’s installer. If you got the CD version of GTL just insert disc one.

In the case you got Raceroom's digital version you will have downloaded a big .zip
file from Raceroom. Extract the content of the .zip in a folder of your choice. The
mod's installer will ask you to locate this folder manually during the installation
process so it can check GTL.

Please note you don't have to install GTL to be allowed to install this mod!

Installing the mod for first time

If this is the first time you install the mod or you have v1.0 please follow one of the
two methods available: standalone (recommended) or rFactor mod installation
method.

Standalone installation method

The standalone installation is the recommended installation method. Following this


method you will install the mod in a fresh rFactor installation, having any other mods
and tracks on a different rF installation, with both of them sharing these tracks. This
new rFactor installation will not need to be activated, as rF already is.

To do this please follow these steps:

1. Install rFactor again, using the rFactor lite installer (download it from here).
2. As installation target don’t use your current rFactor folder (which on this
example will be at C:\Program Files\rFactor).
Use another one, for example name it C:\Program Files\HistoricGT. Don’t
start or configure rFactor yet.
3. Installing HGT&TC v1.9
a. Be sure part1 and part2 of the installer are located in the same folder.
b. Execute HistoricGTv19_Part1.exe (as administrator if you’re using
Windows 7 or Vista) and follow the instructions. Be patient, installing
the files will take time. Once the progress bar reaches the end and you
see "Complete" click the "Close" button.
c. After you've clicked "Close" HistoricGTv19_Part2.exe will start
automatically. You'll have to pass the GTL check and select the
installation folder again, so just follow the same steps you followed to
install the first installer. Please note due its size this second part may
need some time to start automatically once the first has finished. If
after some minutes it doesn't please launch it manually. It will
automatically search the folder where you’ve installed rFactor. If it’s
Installation 11

not able to find it or it finds the old installation of rFactor, just change
the location to the new one (C:\Program Files\HistoricGT)
4. Install the v1.9 to v1.95 patch. The process is similar to install v1.9, but there
is only one installer instead of two. Please note that if the installer can’t detect
v1.9 it won’t be installed!
5. Copy both “\Userdata\Your_profile” and “\Userdata\Controller” folders
located in your old rFactor installation to the new “HistoricGT\Userdata”,
overwriting all
6. After that delete all .cch files inside “HistoricGT\Userdata\Your_profile. You
can delete the Settings folder also. By doing this you’ll copy your profile
information to the new standalone installation.
7. Open the config.ini file located in your new rFactor folder (Ex: C:\Program
Files\HistoricGT) with Notepad and change the following path to point this
mod to use tracks from your old rFactor folder:

TracksDir=C:\Program Files\rFactor\GAMEDATA\LOCATIONS\

NOTE: Be sure to set the path correctly to your old rF’s Locations folder.
Otherwise you will see the default rF startup screen when loading the game and it will
crash to desktop.

8. Delete all the content inside the HistoricGT \GameData\Sounds, except the
HistoricGT folder.
9. Execute the “rF Config.exe” included on your new rFactor folder.
10. “English-USA” is the recommended language choice for the user interface.
Translations to languages other than English are included for the user
interface, beginning with “HistoricGT_yourlanguage”. Just search for your
desired language on the list.
11. You can change the icon associated to rFactor.exe using some of the
HGT&TC icons provided with the mod if you want (they are located on the
rFactor folder where you’ve just installed the mod).

After having done all this you’ll have a clean rFactor installation for HGT&TC but
using all the tracks already installed on your default rFactor installation.

Remember that you’ll have to keep using the locations folder inside the default
rFactor installation as target folder when you install new tracks.

rFactor mod installation method

If you prefer, you can install this mod – just as any other mod – within your main
rFactor folder, sharing the same configuration, tracks, etc. with all mods.

This installation method is not recommended though. While the HGT&TC mod will
work this way, you will have to restart rFactor every time you change from another
mod to play HGT&TC, as the user interface is not loaded automatically when you
Installation 12

change mods. Other issues may appear also as result of sharing the same rFactor
folder.

If you had v1.0 version of the mod installed

If you already had HGT&TC v1.0 installed in that rFactor folder you’ll have to delete
it before installing this version. To do that you will have to delete the following
folders:

GAMEDATA\VEHICLES\HISTORIC GT
GAMEDATA\SOUNDS\HISTORICGT
GAMEDATA\TALENT\HISTORICGT
MOVIEFILES\HISTORICGT
MUSIC\HISTORIC GT
UIDATA\HISTORIC GT
HISTORICGT_MISC

Additionally you’ll have to delete the following files inside the following folders:

RFM folder: HISTORIC GT.rfm, HISTORIC GT.tga and HISTORIC GT_logo.tga.


\UIData\UISounds folder: Any .wav file starting with “HistorX_”.
Any icons or additional HGT&TC files present in the main rFactor folder.

It’s strongly recommended to delete any configuration your rfactor profile may have
for the v1.0 version (.cch files, car setups, etc), as that may prevent the new version to
work as expected.

If you didn’t had v1.0 of the mod installed

If this is your case then just use your main rFactor installation as target during the
installation process. That’s all!

Updating from v1.9


If you already have v1.9 installed you’ll only need to install the v1.95 patch. Execute
it as administrator if you’re running Windows 7 or Vista and please follow the
instructions.

Please note this update also needs to check if you got GTL in order to run.

Keep in mind also some standalone car/skins you may have installed in v1.9 may not
work once you update to v1.95
System and game configuration 13

System and game configuration


Configuring your wheel controller: Realfeel Plugin (RFP) &
Force Feedback

You can play this mod with a keyboard, mouse or a gamepad, but you’re only going
to get the best out of it if you use a PC wheel and pedal setup and you have the
TechAde’s RealFeel Plugin installed! If you don’t own a wheel you can skip this
section.

Any steering wheel will allow you to control the car far better than any other device,
but we recommend using a Force Feedback wheel with 900º rotation + pedals
(throttle, brake & clutch) + H shifter.

A device like this will allow you to drive more or less like you do in real life, feeling
the physics of the mod as they were intended to be, and maximizing the potential of
the cars, not to mention adding a huge boost to immersion.

You can use the default rF Force Feedback settings with this mod, but using the
RealFeel plugin will improve the way FF feels, as it doesn’t use any canned effects.

As stated in the RFP readme, it “generates force feedback with an algorithm that
sends the forces acting on the steering rack directly to the steering wheel”, so you’ll
feel every bump of the road as if you were there!

Recommended settings for the wheel controller

The following settings are based on the


Logitech G25 Force Feedback racing
wheel as it’s one of the most used devices
in the simracing community today due to
its balance of quality and price. If you own
another wheel you can use our default
values as a starting point, and then change
some of them to suit you. Also check the
configuration files available in the
HistoricGT_Misc folder, and the RealFeel
plugin documentation available on the
web. If you have another wheel please
share your settings with other users at our
official site www.historx.net.

Windows settings
You can access Windows’ settings (XP) on Start menu -> Control panel -> Game
Controllers. If you own Windows 7/Vista it’s located in almost the same place.
System and game configuration 14

Then select “Logitech G25 Racing wheel USB” and press the “Properties” button. On
the next screen click the “Settings” button.

Set the values as per the image (previous page). Be sure to disable combined pedals,
to use 900º degrees of rotation and to enable centering spring but with the force
set at 0%. (If your wheel doesn’t have 900º use as many degrees as your wheel
allows).

rFactor controller settings

The next step will be to change rFactor’s settings to use RealFeel Plugin (RFP). This
plugin is installed by default with this mod, but it’s also available at
http://www.rfactorcentral.com

The first step is to edit your controller.ini file a bit.

Go to \UserData\Your_profile_name\ where HGT&TC is installed and open the file


“controller.ini”

Search the following values and be sure to set them as follows:

Steering Wheel Range="900"


Steer Ratio Speed="0.00000"

Now search the Force feedback section inside that file (as you see in the text box
below) and replace all that section with the content of the file
\HistoricGT_misc\G25_FF_Controller.txt

….

[ Force Feedback ]
FFB Device Type="1" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad.
FFB Effects Level="2" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.
FFB Gain="1.00000" // Strength of Force Feedback effects. Range 0.0 to 1.0.
FFB Ignore Controllers="0" // Do not use FFB on: 1=controller1, 2=controller2, 4=controller3 (or add values to ignore multiple controllers)
FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.
FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis.
FFB steer vibe freq mult="0.00000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
FFB steer vibe zero magnitude="0.12000" // Magnitude of steering vibration at 0mph (reference point).
FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB steer force prediction="0.00100" // Time into the future that force is predicted, to help counteract wheel latency (0.0 to disable)
FFB steer force max change="100.00000" // Maximum change per second based on current difference between calculated and applied force, to help avoid jerky behavior (values under 15 or
so should reduce jerkiness, 100 disables)
FFB steer force neutral range="0.04500" // Max distance from center "neutral force" location where forces are reduced to help avoid oscillation (0.0 to disable)
FFB steer force neutral function="0.00000" // Function to apply near neutral force location, in order to tune out FFB "deadzone" but keeping oscillations in check: 0.0=original, 1.0=new

(If you have another wheel look for its configuration file inside that same folder. If it’s not there go to our official website
www.historx.net)

Second step is opening the .PLR file of your profile and set the following values:

Auto Lift="0" // Whether to automatically lift with manual shifting but auto-clutch (non-
semiautomatic trans only)
Auto Blip="0" // Whether to automatically blip with manual shifting but auto-clutch (non-
semiautomatic trans only)
Low Detail UI="0"
System and game configuration 15

The third step will be to change the Force Feedback options inside the game:

 FF type: Wheel
 FF effects: *
 FF Strength: -100

Regarding the “FF effects” depending on what you want to feel through the wheel you
should select one of the following options:

 “Low”. You’ll only feel forces generated by Realfeel. Might not be


recommended unless the track got modeled bumps, curbs, etc.
 “Medium”. You’ll feel forces generated by Realfeel, but also effects
generated by rFactor when you hit curbs, bumps, etc (this information is stored
in track’s .tdf file).
 “High”. Same as “Medium”, but you’ll also feel rFactor’s braking effects.
 “Full”. Same as “High”, but you’ll also feel rFactor’s engine rumble effect.

Depending on the track


“Low” or “Medium” are
the recommended
settings.

If you feel that your


steering wheel is pulling
in the wrong direction
then you may need to
invert the value of the
“Force feedback
strength”parameter. You
can also invert the
Realfeel strength value
pressing Right Control
+ NumPad 8 while
you’re driving the car;
once this has been completed you should find that your wheel doesn’t pull in the
wrong direction anymore.

Go to “Rates” tab to check speed sensitivity = 0.

Go to “Controller 1” tab and check also that all sensitivity sliders = 50%.
System and game configuration 16

Upgrades

The last thing you need to check is the controller’s related upgrades installed in your
car. The default ones are meant for G25 users, but they can also be used with other
wheels. These are the upgrades installed by default:

 Shifter Style:
o “Heel and Toe”. Use it if you have a three pedal set and you want to
use the full gearbox model with simulated mis-shifts (powered by
Grinding Tranny Mod by Richard Jackett). Using it you’ll have to
match revs on downshifts. Auto clutch help must be OFF or the player
will be penalized. This is the default option.
o “Heel and Toe (No Mis-shifts)”. Simplifies the gearbox model by
disabling mis-shifts. Auto clutch help must be OFF or the player will
be penalized. To use it properly disable Grinding Tranny editing
Plugins\GrindingTranny.ini.
o “2 pedals/Sequential Throttle lift”. Install this upgrade if you use a
2-pedal setup and a sequential/paddle gearbox. Remember that you’ll
have to lift off the throttle during upshifts. Auto-clutch should be ON.
To use it properly disable Grinding Tranny editing
Plugins\GrindingTranny.ini.

 FF-Strengh: “100% RealFeel”. Default force feedback upgrade,


STRONGLY recommended for all Force Feedback wheels. The other
options are just multipliers, but as you can always adjust the FF strength once
you’re on the track using the RFP shortcuts we recommend to use the “100%
realfeel” upgrade.

IMPORTANT NOTE: To get the best possible driving experience, you have to
select the appropriate car upgrades to suit your controller from the UPGRADES
menu when buying or choosing a car.

Well, now your wheel is ready to use the RealFeel plugin! But let’s summarize the
steps we’ve followed.

Summary

To configure your wheel to use the RealFeel Plugin you’ll need to:

1. Install RealFeel Plugin (done when you install the mod).


2. Configure your Windows Force Feedback settings.
3. Replace controller.ini file’s Force Feedback settings with RFP’s.
4. Configure your rFactor Force Feedback settings.
5. Be sure to have the “100% RealFeel plugin” upgrade selected before you
drive, as well as any other controller related ones.
System and game configuration 17

More about RealFeel plugin

Now you know how


to configure your
wheel to use RFP, but
knowing some tips &
tricks about it will
allow you to use it to
its full potential.

With RFP you can


personalize the FF
settings for each car.
You can do this easily
within rF, just using
some keyboard
shortcuts!

If you’re not familiar


with the RealFeel keyboard shortcuts go to the settings section of rFactor (in the main
menu or on the monitor screen); in the Force Feedback section you’ll see a “RealFeel
plugin” button; press that button and you’ll be forwarded to the RFP help screen (as
shown).

To exit that screen press the black arrow located in the top left corner of the paper
sheet (not visible on this screenshot).

As the SpeechEnabled function is enabled in RFP by default, when you change the
FF settings for the car you’re driving in rFactor, a voice will indicate the value you’re
editing with the shortcuts at that moment.

Keep in mind that these shortcuts can only be used when you’re on the track.

Tip: Use RealFeel plugin shortcuts to configure the FF settings of your car
easily. These shortcuts are only available when you’re on the track.

Tip: Use jumps of x100 (Right Ctrl + 8 or 9) to modify the FF strength.

Try to get used to the shortcuts so you’ll be able to configure your RFP settings easily
for each car without the need to exit the game and manually edit the
rFactor\Realfeelplugin.ini file, which stores the values used by RFP.

This file is installed with default values during the installation of the mod, so you
don’t need to mess with it if you don’t feel comfortable editing text files and you’ve
already learned how to use the shortcuts.
System and game configuration 18

If required, the Realfeelplugin.ini file can be edited with Notepad. If you open it
you’ll see something like this:

[General] Most of the fields are easily understandable


RealFeelIsOn=True
ConsoleEnabled=False
but it’s useful to know the basics.
SpeechEnabled=True
SteerForceInputMax=11500.000000
KeyRepeatDelay=0.100000
As you can see there’s a General section and
ConsoleRepeatDelay=0.100000 another section for each one of the cars you’ve
MinSpeed=10.000000 already driven.
SmoothingLevel=0
LogEnabled=False
DefaultMaxForceAtSteeringRack=1500.000000 Inside the General section you can edit the
DefaultSteeringDamper=11500.000000
DefaultSmoothingLevel=0 values which control the main functionalities
of RFP, as well as set the values that you want
[Lotus Cortina ]
MaxForceAtSteeringRack=1500.000000
to use by default with those cars without RFP
SteeringDamper=11500.000000 settings stored yet (in blue).
FFBMixerRealFeelPercent=100.000000
SmoothingLevel=0
… When you drive a new car which doesn’t yet
…. have its own profile in the Realfeelplugin.ini
file, the plugin will automatically create a new profile for the car using the default
values you’ve set in the “General” section.

The structure of the file will allow you to easily share your RFP settings with other
players.

To learn more about the RFP, check its documentation (\Plugins\RealFeel).

Note: An important change of this version of the mod is that now the line which
defines the car’s name in realfeelplugin.ini file comes from the first 18 characters of
the “Description” field present in the .veh of the car you’re driving.

So, for example, in the case of the Lotus Cortina that field would be like follows:

Description="Lotus Cortina #......”

The “#” indicates the last of these 18 characters. The important thing here is that any
livery of the same model MUST have the same 18 first characters on its description
value. Otherwise they may have different force feedback settings in the .ini file. Keep
in mind that the total length of the Description parameter can't be longer than 63
characters or rF will crash when loading.

More information can be found in the “Information For Skinners” chapter.


System and game configuration 19

Setting the Artificial Intelligence (AI)

The artificial intelligence has been vastly improved in v1.95.

To get the most out of it you should edit the following lines inside your profile’s PLR
file:

AI Power Calibration="0"
Autocalibrate AI Mode="0"
AI to AI Collision Rate="40"
Auto Line Smooth="3"
AI Limiter="0.00000"
AI Mistakes="1.00000"
AI Realism="0.95"
Glance Rate="25.00000"

Changing these values will have a significant impact on how the AI behaves and
races.

Inside the game you should set the AI Aggressiveness to 80%. If you use lower
values they will less likely bump into you but never really challenge to overtake you.
In the other hand, if you use higher values they will be far more aggressive but will
tend to bump into you and rearend you. 80% is a good value to start, especially in
multi class racing.

You can then adjust the overall speed via the AI strength slider. You should start with
AI strength = 95%, adjusting it accordingly if you find that the AI is too fast or
slow.

It’s important to keep in mind that different AI drivers are configured to drive
different. Some will be faster than others, or keener to bump you from behind! 
System and game configuration 20

Graphics setup

By default this mod is installed with high quality textures; if you set the detail level to
“highest”, you’ll see the cars at their most beautiful.

We strongly recommend using these settings, but if you have an older computer try
reducing your graphical detail to increase your frames per second (FPS).

In the .plr file there’re a lot of parameters which you can use to configure settings
related to graphics which aren’t available from the game’s user interface. For
example, if you don’t like to have cockpit vibration disable it setting the follow
parameters:

Cockpit Vibration Mult1="0.00000"


Cockpit Vibration Freq1="0.00000"
Cockpit Vibration Mult2="0.00000"
Cockpit Vibration Freq2="0.00000"

Audio setup

Get ready to feel the brutal assault of these wild engines! Due to the nature of these
race-prepared cars, in real life you wouldn’t hear much more than the roar of your
own car and an opponent trying to overtake you, with the possible exception of skid
sounds from your tires when getting near the limit (or going beyond it!).

We’ve tried to balance the volumes, as due to the limited perception offered in the
world of simracing games, the driver needs to be able to hear different sounds clearly
to get a better idea of what’s actually happening with the car.

We recommend setting the engine level and the sound effects level to the same
value.

By using, for example, a “25%” value for the Engine, Effects, and Music sliders, you
should be able to hear all the sounds clearly.

You can then control the overall volume using your speakers’ volume control or your
Windows main volume control.

After trying these settings, you can always tweak them to your own preferences. You
will probably need to do it if you’re using some kind of voice communication
software, such as TeamSpeak or Skype, or if you’re listening to music in a separate
media player application.

The quality of the sounds depends on the resources we got for each one of the cars.
Listen to Timo Scheibner’s Corvette ’69, for example. We received permission to
record that car from inside the cockpit during the race session at the Jim Clark
System and game configuration 21

Revival 2008 event, as well as from outside at the pits. The sounds for that car are the
result of more than an hour of recordings. We think you’ll like it!

As we explained in the graphics section, some parameters of the .plr file may be
edited in order to control certain sounds settings which aren’t available from the
game’s user interface. Here you have some alternative values to the ones provided by
rFactor as default (keep in mind this change is not mandatory):

Speed Of Sound="340.00000"
Crowd Range="75.00000"
Crowd Shape="0.75000"
Crowd Ambient="2.50000"
Airhorn Range="75.00000"
Airhorn Shape="0.75000"
Airhorn Ambient="2.50000"
Public Address Range="50.00000"
Public Address Shape="0.75000"
Public Address Ambient="2.50000"
Pithorn Range="30.00000"
Pithorn Shape="0.45000"
Pithorn Ambient="1.50000"
Helicopter Range="75.00000"
Helicopter Shape="0.70000"
Helicopter Ambient="2.50000"
Using the User Interface 22

Using the User Interface


The HGT&TC mod for rFactor is the first one to include a 100% modified user
interface. The objective of the new user interface is to improve functionality as well
as to increase immersion. Those of you who already know it from v1.0 you’ll see
many things have been changed (hopefully for the best).

The first thing you’ll notice is that the main screen is totally different than rFactor’s
default screen. It’s divided into three sections: single player sessions on the left (1);
multiplayer sessions on the right (2); and the options bar at the bottom of the screen
(3).

In the upper right corner of the screen you’ll find the ‘Exit’ button (4). Depending on
which screen you are on it will: go back to the previous screen, exit the game, or
return you to the main screen.

Main screen

The new user interface organizes the different game types and options in a way that
should be familiar to those of you who have played other racing games.
Using the User Interface 23

Single player sessions

The single player sessions are now located on the main screen, in the left section. Just
click on the button for the type of session you want to create and you’ll be forwarded
to that mode. There are three types of sessions available:

1. Test
2. Race weekend
3. Championship

You probably already know how these three types of sessions work in rFactor. That
hasn’t changed a lot in this mod, but the steps you have to follow to enter the session
have changed slightly: First you’ll have to select the car you want to drive, and then
the track. Let’s take a weekend session to illustrate the process.

Maximized spinner view


Using the User Interface 24

Car selection screen

Once you’ve selected the type of session, the next screen you’re going to see is the
vehicle selection screen (also available clicking the Austin Mini icon present in the
main screen), where you can select and upgrade the car you’re going to drive during
the chosen session. As you seen this screen has been extensively modified to include
almost all the information available about the car.

Vehicle selection screen

You can see your money and the button which filters the cars you own in the upper
left section (3), just above the new expanded car selection tree we’ve created for this
version of the mod (more about the tree and how is organized in the “Classes system”
chapter of this manual).

Below the tree you’ll find the buttons to buy or sell your car (4).

In the middle of the screen there’re two boxes showing a lot of information about the
selected car (5). Pay special attention to the “Power” parameter. There you can see the
optimal RPM shifting point for that car. Please note that if you go over that point
you will damage your engine!

IMPORTANT NOTE: In order to not damage your engine while shifting never
do it above the RPM value shown in the “Power” information of the engine.
Using the User Interface 25

In the small list box in the bottom of the screen (6) you can select clean/dirty versions
of that specific car (if applicable).

Under these buttons you’ll find four icons (8) which will give you information about
some of the classes where this car belongs. From top to bottom they are as follows:
“Performance”, “Series”, “Origin of the car”, and “Decade”. (More about these
classes in the “Classes system” chapter of this manual).

Only the upgrades have


been left in a separate
screen. You can switch
between the main
selection car screen and
the upgrades screen
using the buttons
available for such
purpose close to the
bottom right corner of
the spinner (7). On this
screen you’ll find a list
of available upgrades (9)
and buttons to
buy/sell/install them
(10). Remember than
you can only do such operations if you bought the selected car! To go back to the
main Car selection screen just click the “Team/Vehicle” button.

The spinner of this mod shows a real garage, where your chosen car is waiting for you
(1). If you want to see your car more closely just click on the picture and you’ll enter
the maximized garage view mode.

Tip: Click on the Picture of the garage and you’ll enter the maximized garage view
mode, where you can take a closer look at your chosen car, as well as rotate (LMB) or
zoom it (RMB)*.

If you want to rotate the car view simply click with your left button on the screen and
move the mouse. If you want to zoom it do the same but clicking the right mouse
button*. Clicking the exit button present in the top right corner you’ll go back to the
car selection screen again.

Once you’ve chosen your car the next will be to move to the next screen. To do this
just click the helmet button located in the bottom right section of the screen (2).

*In order to enable zoom in the spinner you’ll have to set the following parameter in your .plr file as
follows: Miscellaneous="1" (This only works in single player mode).
Using the User Interface 26

Track selection screen

Once you’ve selected your car you will be forwarded to the track selection screen,
which has been modified also. Just below the extended new track selection list (1)
you’ll find the track information box (3).

Track selection screen 1


There’s also a settings area (4) where you can define the conditions of the session
(including AI properties).

Additionally a button is available to go to the “Opponents selection” screen (5), where


you can select the cars that the driven by the AI (in the case you set the session to
have AI).
Using the User Interface 27

Opponents selection screen

To select the opponents you want to race against just select them in the “vehicle
filters” list (1). In the left you have a summary (3) of the different classes’ types you
can use to filter them (more about this in the “Classes system” chapter).

As soon as you start selecting them your possible opponents will appear in the
“possible opponents” list (4).

If you want to go back to the circuit screen press the “circuit” button (5). Otherwise
press the helmet button (2) once more and the session will begin loading!

Please note that due to a limitation of the user interface engine included in rFactor it’s
not possible to return to the previous screen if you want to change the car at this point.
To select a new car you must go back to the main screen and start again from there.

Testing sessions are almost the same as the weekend race sessions, and the
championship session is essentially the same as you will find in rFactor.
Using the User Interface 28

Championship mode

For those of you who like to play offline we’ve created a lot of different seasons to
keep you busy! (Be patient as it may take some time to load all the seasons.)

Some seasons utilize the real track list which the relevant championship had on that
year, while others are fictional (marked with “F” in the championships list).

You can check the list of tracks needed for each season by taking a look at the
“Historic GT.rfm” file that you can find inside the folder “rFactor\rfm”. We’ve also
included there the URL to download each track, in case you don’t have it already.
Currently, most of the tracks are available at www.rfactorcentral.com

Tip: Inside the RFM\Historic GT.rfm file you’ll find the links to download the tracks
required for each season; Most of them are available at www.rfactorcentral.com

Be careful and do not edit this file, otherwise you’ll get a mismatch if you try to play
online.

Multiplayer sessions

The multiplayer sessions are now available from the right side section of the main
screen. You can join an existing session or create your own, with the same features
you find in rFactor.
Using the User Interface 29

Options

The option bar available on the main screen has five buttons (from left to right):

Option bar 1
1. Player profile
2. Vehicle selection
3. Racing series
4. Replay fridge
5. Settings

Player profile

As you can see, the layout of this screen is not like rFactor’s, but a deeper look will
show you the functionality is almost the same.

Here you can create or delete profiles, using the buttons located in the bottom right
corner (2), or modify the current one (1), as well as select other existing profiles.

The red buttons at the left of the parameters will let you take a more detailed look at
the values you can
choose.

As most people are used


to the normal rFactor
profile screen we decided
to keep those buttons
there, even if some of
these screens can now be
accessed from the options
button bar in the main
screen.

You can also see the


amount of money the
selected player has
available (3).

There’s also a cool feature on this screen: the driver’s portrait (5) can be customized
with your own picture!
Using the User Interface 30

To do this just replace the file \rFactor\UIData\HISTORIC GT\Portrait.bmp with your


own picture. Keep in mind that its size must be 145x168 pixels!

Tip: The driver’s portrait can be customized with your own picture! Replace the file
\rFactor\UIData\HISTORIC GT\Portrait.bmp with one of your own (size must be
Vehicle selection
145x168 pixels!).
Functionality for vehicle selection is nearly identical to the Car selection screen
information found on this manual. The one difference is that there is no helmet button
to advance to a track selection screen. Instead, once you have chosen your car, click
on the Exit button to return to the main screen. Note: in order to select and install
upgrades for a car, you must own the car. See the Locked or Unlocked Cars? section
of this manual for more information.

Racing series

You can use this screen to change between the different mods installed in rFactor.

For those of you who are not going to


use a standalone installation of
HGT&TC, having this screen easily
accessible from the main screen is a
useful feature.

It works exactly the same way as


you’ve seen in rFactor. Reminder:
custom UI screens for other mods will
not work properly unless you restart
rFactor.

Replay fridge

On this screen you can:

1. Activate the option to record


replays of your sessions, as
well as set the recording
parameters.

2. Load and edit previously


recorded replays.
Using the User Interface 31

Settings

On this screen you have access to the main settings of the game, divided into six
sections:

1. Difficulty
2. Rules
3. Controls
4. Display
5. Audio
6. Multiplayer

We’ve included the multiplayer


settings here, rather than in the
multiplayer section as normally
found in rFactor.

Basically, all the screens are the same as you can see in rFactor’s default screens, or
we have already explained the new features as part of this manual by this point, so
there’s no need to give specific details about the different sections.

On the track

As part of the main menu screens we’ve deeply modified the screens available during
the sessions. The structure and functionality are basically the same, but there are some
features that need further
explanation.

First of all now the race


standings support
classes (take a look to the
red boxes in the
screenshot).

That means you can see


not only the overall
position but also your
current position inside
your performance class.

This also works on


practice and qualifying.
Using the User Interface 32

On the bottom right corner there’s a vintage TV(3) showing the replay view. On this
screen you will see the car currently selected. You can jump to another car by clicking
the TV’s channel selector (4), or by pressing the “+” or “-“ symbols of your numeric
keyboard.

To jump to another camera just use the keys “Start”, “End”,“Del”, etc. as you would
in rFactor.

If you click on the TV’s screen you’ll jump to the maximized view (below left)
where you can see a bigger picture(1), as well as data about the car being currently
viewed (2).

Go back to the previous view by


clicking on the main screen; press
the Exit button (4) to exit the
session; enter your car on the track
by pressing the Helmet button (3).

If you press the Enter key you’ll


jump to the full screen view (above
right), which eliminates data about
the car being viewed. This is the
best view to see all the action or to
take screenshots.

Press the Enter key again to go back to the maximized view (above left).

That’s not all though, we’ve


added even more features! The
session chat window, as well as
the session name and time and
the replay window are now
displayed on every screen of the
garage and settings, not only on
the monitor screen as rFactor
does.

Apart from that, the reduced


version of the replay window
screen can be maximized by
clicking on it, too.

These new features will allow you to still see what’s happening on the track and in the
chat while you’re tweaking your car in the garage or changing your system settings.
Using the User Interface 33

Changing the user interface

The Historic GT & Touring Cars mod includes another feature related to the user
interface: You can switch between the default mod user interface and another one,
with a style closer to rFactor’s. This alternative version, while perfectly functional, is
not recommended, as you will lose some features, and it doesn’t look quite as good.

To switch between them just go to the folder rFactor\UIData\Historic GT and run the
UI_selector.bat file.
Classes system 34

Classes system
This version of the mod includes a new classes system. In the past each car was
assigned to one of the simplified Historic FIA championship classes used by GTL
(TC65, GTC65, etc), or to some of the fictional ones we added.

But now we’ve created a much more detailed and flexible classes system which will
allow you to select your opponents using different criteria. To allow you to do that
each car in the mod has got one value for each one of the following seven classes:

 Performance class. Starts with “0”. Fictional grouping based on performance*:


o GTTCA0 to GTTCA5. For pre-70s Touring and GT cars.
o GTTCB0 to GTTCB5. For post-70s Touring and GT cars.
o PROTOA0 to PROTOA5. For pre-70s prototypes.
o PROTOB0 to PROTOB5. For pre-70s prototypes.

*Note not all of them are used in the current version of the mod

 FIA class. Starts with “1”. Historic TC65, GTC65, GTC76 and also TransAm
cars over and under two litres.
 Type of car. Starts with “2”. Touring, GT or prototype.
 Specification. Starts with “3”. Racing or Street.
 Series/Event. Starts with “4”. Historic FIA, Trans-Am, Targa Florio, Le Mans
72, One-maker cups, etc.
 Decade. Starts with “5”. Decade when the car was created.
 Origin. Starts with “6”.Author of the model: Simbin (GTL cars), HistorX (for
scratch made cars or those used with permission), Add-on (additional cars
created by the community).
 All. Starts with “7”.Class used for all the cars in the mod.
(To see a detailed list of the values available for each one of these classes please check the “Classes system data” appendix at the
end of this document)

Every car has an additional class: the “Model class”. Selecting this class you’ll be
selecting any livery using that same model, so you’ll race only against cars like yours.

Some examples will illustrate how this works:


Ford Cortina T/A Lotus Cortina FIA BMW 2002 Tii
Performance 0-GTTC_A1 0-GTTC_A1 0-GTTC_B1
FIA class 1-TRANS-AM_U2 1-HISTORIC_FIA_TC65 1-HISTORIC_FIA_GTC76
Type of car 2-TOURING_CARS 2-TOURING_CARS 2-GT_CARS
Specification 3-RACING_CARS 3-RACING_CARS 3-RACING_CARS
Series/Event 4-TRANS-AM 4-TRANS-AM 4-VARIOUS_EVENTS
Decade 5-1960s 5-1960s 5-1970s
Origin 6-GTL 6-GTL 6-HISTORX
All 7-ALL 7-ALL 7-ALL
Model class Lotus_Cortina Lotus_Cortina BMW_2002tii

These classes are defined in the .veh file of each car (line “Classes”), so if you’re
going to add your own cars to the mod be careful of setting these classes properly (for
more info check the “Information for Skinners” appendix.
Recommendations 35

Recommendations
How to start playing this mod

The cars of the HGT&TC mod are quite special to drive, so it’s important you take
your time learning how to master each one of them, as they all are different. We
suggest you follow these guidelines:

1. Start first with a “slow” car, such as the Alfa Romeo GTA or the Lotus
Cortina. Once you’re more or less used to how the car feels, try bigger cars.

2. A good track to start learning how to drive these cars is “Eastern Creek laser”.
Its realistic layout, full of bumps, will let you feel the physics of the mod in all
their glory. Mid-Ohio is also a good option.

3. These engines are easy to stall if you are not used to them so, do practice!

4. Be careful pushing your car to the limit. Take your time to warm tires and
brakes, and cool them if you’re over their recommended temperature range.
Otherwise you may have problems controlling the car.

Racing during the night

rFactor usually has graphic problems during night races: low FPS, problems with
textures, etc.

This mod includes an


exclusive system to solve
all that. Just remember
to buy the ‘Long
distance lights’ upgrade
for your car before the
race. The default car’s
lights only light the road
a few metres in front of
your car, and are very
difficult to use.
Recommendations 36

Locked or Unlocked cars?

From the beginning you’re going to have access to all the cars in the HGT&TC mod,
no matter how much money or experience you have.

We’ve decided to set this as default because most simracing drivers seem to prefer
this approach to the ‘career mode’ present in other racing games (mainly on consoles),
where you start with only one car and you need to win money or races to buy or
unlock other cars. We made this decision not to have locked cars by default
considering how easy it is to unlock the cars in rFactor using some of the cheats
available.

It’s important to note that if you haven’t bought a car you won’t be allowed to buy
upgrades for it, even if it’s unlocked. Make sure to buy it if you plan to install an
upgrade!

Note: You’re allowed to buy/install upgrades for your car ONLY if you already own
it.

If you think the ‘locked cars mode’ is more interesting for gameplay reasons, we’ve
still made it available. Just go to the rFactor\rFm folder and open the file HISTORIC
GT.rfm and search for the line:

DriveAnyUnlocked = 2 // 0 = must own to drive, 1 = must be unlocked to drive, 2 = drive anything

Just change the “2” to a “0”, save the file and you’re done!

Tip: To change to “locked cars” mode just edit the parameter DriveAnyUnlocked you’ll
find inside Historic GT.rfm and set it as 0

Keep in mind though, that after modifying the .rfm file, if you try to join an online
server with the default.rfm file that you’ll get a mismatch.

Because of this, we recommend you have two versions of the .rfm, one to be used
online and another to be used in offline sessions, with the cars locked.

Finally, note that these classic cars are very exclusive, so they aren’t cheap. This
means that you’re going to need a lot of money to get your greasy hands on many of
these cars, so be patient, because you’re going to need to win a lot of races to earn
enough money!
Other tips and tricks to get the best of it 37

Setting up your car

As occurs in real life, most cars need to be tweaked to get the best out of them. You
can usually drive comfortably using the default setups, but some improvements will
need to be made in the garage if you want to cross the finishing line in first place!

If you find that brake balance, differential settings, brake pressure, gear ratios,
suspensions settings, or other parameters are not the best for the track where you’re
going to race, you will need to change these things accordingly. Good settings for
one track may be far from ideal for another though!

Other tips and tricks to get the best of it

 Try to not damage your engine. If you go over the optimal RPM shifting point
of the car you may damage the engine or even blow it (as most of these cars
didn’t have a limiter). If you’re using the more realistic gearbox model (which
uses Grinding Tranny mod) be careful with mis-shifts!

 Nurse your brakes. The brakes of most of these historic cars weren’t as good
as the ones you find today in racing cars. So, be careful and try to not abuse
them too much. On heavier cars (like the v8 Trans-Ams, for example) or those
whose brakes aren’t properly ventilated you may face brake fading if you do
it.

 It’s good to set the start time of the race to 4:30 PM. The light of the sun at
that time of day really makes these cars look their best. If you prefer short
races, set the race length to 3 laps and the accelerated time to x25. Racing
these cars at dusk is a wonderful experience, unless you’ve installed the “short
lights (AI)” upgrade by mistake!

 If you don’t have enough money to buy upgrades/cars, then start a race
weekend and once the track is loaded type “ISI_BABYFACTORY” (use
capitals) inside the chat field and press “Enter”. You’ll get a lot of money once
you’re back to the main screen.
Appendix 38

Appendix
Classes system values

These are the possible values available for each one the classes of the car:
Performance FIA class Type of car Specification Series/Event Decade Origin
0-GTTC_A1 1-HISTORIC_FIA_TC65 2-TOURING_CARS 3-RACING_CARS 4-LE_MANS_66 5-1950s 6-GTL
0-GTTC_A2 1-HISTORIC_FIA_GTC65 2-GT_CARS 3-STREET_CARS 4-LE_MANS_72 5-1960s 6-HISTORX
0-GTTC_A3 1-HISTORIC_FIA_GTC76 2-PROTOTYPES 4-MINI_1310_CUP 5-1970s 6-ADDON
0-GTTC_A4 1-HISTORIC_FIA_NO 4-PORSCHE_911_RS 5-1980s
0-GTTC_A5 1-LE_MANS 4-COPPA_MILE
0-GTTC_B1 1-TRANS-AM_O2 4-TARGA_FLORIO
0-GTTC_B2 1-TRANS-AM_U2 4-TRANS-AM
0-GTTC_B3 4-VARIOUS_EVENTS
0-GTTC_B4 4-FICTIONAL
0-GTTC_B5
0-PROTO_A1
0-PROTO_A2
0-PROTO_A3
0-PROTO_A4
0-PROTO_A5
0-PROTO_B1
0-PROTO_B2
0-PROTO_B3
0-PROTO_B4
0-PROTO_B5
In grey you have the ones which aren’t used yet by any official car released in this version of the mod.

Additional considerations:

 Each car should have defined a value for each one of these classes in the
“Classes” line of its .veh file
 All cars must also have the “7-ALL” and the class of its own model.
Example: “Chevrolet_Camaro_Z28_68”
 New values for these classes could be created by users, but it’s recommended
to use the ones already created to avoid confusion.
 The selected classes should match the ones shown in the “classes icon image”
available in the car selection screen for that car (for more information about
this check the “Information for skinners” chapter).
 An image should be included for each new standalone car showing icons for
classes: Performance, Series (FIA Class or Series/Events), Decade and Origin

Some examples:

Ferrari Dino
Classes="0-GTTC_B1 Ferrari_Dino 1-HISTORIC_FIA_NO 2-GT_CARS 3-RACING_CARS 5-1970s 6-HISTORX 7-ALL"

Ford Capri 3100


Classes="0-GTTC_B2 Ford_Capri_3100_RS 1-HISTORIC_FIA_GTC76 2-GT_CARS 3-RACING_CARS 5-1970s 6-GTL 7-ALL"

Maserati Tipo 61 Birdcage Targa


Classes="0-PROTO_A1 Maserati_Tipo_61 1-HISTORIC_FIA_NO 2-PROTOTYPES 3-RACING_CARS 4-TARGA_FLORIO 5-1960s 6-HISTORX 7-ALL"
Appendix 39

Information for Skinners

(If you already installed skins for v1.9 please note that some of these may not
work properly when updating to v1.95)

Due the complexity of this mod if you want to create a skin you should keep in mind
some important things in order to make it work properly. We’ll explain them with an
example: let's imagine you've created a new GT40 skin (#987) for the 2006 Historic
FIA series and you want to add it as a new standalone car

 Go to \GameData\Vehicles\HISTORIC GT\HISTORICAL FIA GT\GTC-65\GT


40\2006
 Create a duplicate of one of the already existing GT40 folders (ex. 420), renaming
it as “987”.
 Paste inside your new skin (ex: GT987.dds) and delete the old one (gt420.dds)
 Edit all the names of the files you'll find inside, changing any "420" for that "987"
you're using for your new car. So, instead a GB420.veh you should have a
GB987.veh, instead a GB420extra1.dds you should have a GB987extra1.dds and
so on.

Editing the .veh of your car


Pay special attention to these steps, as some of them are critical!

 Open the .veh file and be sure to change the line DefaultLivery="GB420.dds" to
DefaultLivery="GB987.dds". This must be the file name of the skin you've created.
 Change “Number” to GB987
 Change the “Team” value following the mask “Model – Team #Number” ( so
something like “GT40 MkI - Daniels #987” in this case). Keep in mind that if you don't
change the team the new car will appear in the same team of the original 420.
(This is the text shown in the “Team” column in monitor’s race standings)
 Be sure that the classes set in the “Classes” line are 100% correct for the car
you’re creating. More information about this in the “Classes system” chapter of
this book and the additional “Classes system values” appendix.
 The “Description” value is very important. Apart of being the text shown in the
“Opponents” list, it controls how the car feels! Due to the changes made by
TechAde to the latest Realfeel plugin this value is used as car’s name inside
RealFeelplugin.ini file, where the force feedback properties for the car are stored.
So pay attention to the following:
o The first 18 characters (the ones before the ‘#’) must be exactly the same
in all cars using the same physics. Please don’t modify anything before the
‘#’.
o After the ‘#’ write the number and series championship using a similar
pattern as the used in car you copied.
o Please note the total length of the Description value can’t be longer than
65 characters or rFactor will crash!
Appendix 40

So, the description line should be as follows:


Description="Ford GT40 #987 2006 FIA GTC-TC Championship"
 Change also the “Driver” and other information if needed.
 The “FullTeamName” value is important because it is what denotes the name of
the car in the selection menu. It needs to follow the format of “Series(class) (Year)
#Number (track) Teamname”. Not all entries are required if you don’t need them.
An example of this would be: “FIA GTC65 ’06 #987 Daniels”
 Then set the “Category” field. This one controls where the car appears in car
selection screen’s tree, so in most cases you shouldn’t need to edit it, as it will be
in the same folder where the original one was. In our example it should be :
Category="Ford,GT40 (Prototype A2),'65 MkI"
 The last step should be to check that the image containing the class icons that will
be shown in the car selection screen show the same the information you put in the
“Classes” field of the .veh file. This image must be in .jpg format and the name
follows this mask: skin_nameclasses.jpg. So in our example it should be
“GB987classes.jpg”.
If you need to change the icons assigned to your car download the template we’ve released to create such
image. (You can get it at our official site www.historx.net)

Here goes a graphic example of the classes icons image for GT40 DS420

Example of classes icon for GT40 DS420


Appendix 41

Known issues and Troubleshooting

Issues and solutions for them are documented at www.historx.net. Please go there to
check the latest news and fixes, as well as to ask for help if your problem is not
documented on this section.

Related to the installation

 If the installer doesn’t recognize your GTL retail disc contact us at our
website.

 The installer is only able to recognize Raceroom’s digital download version of


GTL. If you got any other digital download version of GTL please contact us
at our website. We’ll help you to install the mod.

 If you get a “Error opening file for writing…” error and you’re using MS
Windows 7/Vista please run the mod installer as Administrator.

 If you get a multicar.mas error loading tracks then probably you have deleted
the multicar.mas file from gamedata\vehicles. Just copy there the one you’ll
find inside the folder Historic GT folder.

 If you don’t have enough free space on your OS partition during the
installation you may get a “Error writing to file X” error message. Please
check the installation instructions to know how to solve this.

 If you’ve created a standalone installation and you have edited the config.ini
file to use the location folder of another rFactor installation be sure to set the
path correctly. Otherwise you will see the default rF startup screen when
loading the game and it will crash to desktop.

 If the standalone game doesn’t load and crash to desktop and you’ve copied a
profile from your main rFactor installation to the standalone one delete that
profile on the standalone and start the game again, creating a new profile once
is started

Related to the mod

 Does your steering wheel feel like pulling on the wrong direction? Your force
feedback may be inverted. Press Right Control + NumPad 8 while driving to
invert the force feedback, or do it manually changing the sign of the “Force
Feedback strength” value present in rFactor’s Force Feedback settings screen.

 If your camera shakes when you use the shifter that is because you haven’t set
Grinding Tranny plugin correctly. Go to \Plugins folder, edit
Appendix 42

GrindingTranny.ini and change the "NeutralKey=Auto" parameter to use a key


not used by rFactor (for example "NeutralKey=n").

 If you change the GrindingTranny.ini file to disable the plugin


(PluginActive=0) it may happen that you’ll have a crash to desktop each time
you hit ESC to exit the track. If you want to disable the plugin simply delete
the GrindingTranny.dll, GrindingTranny.ini and GrindingTranny_telemetry.txt
files you’ll find inside \Plugins folder.

 Can you hear an ugly noise and does you gearbox shift to neutral when you’re
upshifting/downshifting? That means you haven’t shifted properly so Grinding
Tranny plugin has taken control of your shifter. Practice your heel & toe until
you’re able to change smoothly, or disable it editing
Plugins\GrindingTranny.ini and setting PluginActive=0.

 If you get a “Microsoft Visual C++ Library Runtime” error and then a crash to
desktop when you try to play go to the \HistoricGT_misc folder and execute
the “rF_Patch_For_Win7_x64_systems” patch. That patch allows rFactor to
use the upper section of the memory to load content.

 This mod has compatibility problems with the spotter plugin. It provokes low
FPS and problems with replays on the monitor screen. To solve it uninstall
the spotter plugin or reduce the number of sounds it uses (you can set that
value on its basic settings->audio)

 If you have low FPS problems and you don’t have spotterplugin installed try
reducing the anti-aliasing to level 1, reducing the number of sound effects or
removing plugins which you may have installed separately.

 Some gauges/textures have strange reflections while you’re inside the garage.

 After accessing the replay fridge screen the user interface’s buttons don’t
generate any sound if you focus or click them.

 On some systems the maximized replays windows doesn’t work properly.

 Is not possible to show the opponent filters alphabetically ordered in the


“Opponent filters” present in the “Opponent selection” screen.

 If you already installed skins for v1.9 please note that some of these may not
work properly when updating the mod to v1.95

 If you have applied the Win 7 x64 memory patch and you’re using GID
(Global info display plugin) the game may freeze while trying to go to the
track. Remove the plugin to fix the problem.
Appendix 43

v1.95 changelog
This are the changes included in the v1.95 patch:

---- Graphics / skins / structure ----

fixed:

- Mini cooper s 1275 65, headlights, fixed transparent tape.

- Fixed skins on BMW 2800CS #11, 07 are broken in dx7 & 8, saved in wrong dx mode, alpha channel
causing it.

- Elan dash, polygons in shadows problem fixed.

- Separate the FIA BOSS from the TransAm cars (different physics).

- Moved Alfa GTAm to B1.

- Moved BMW 2002ti to A2.

- Updated icons for GTAm & BMW 2002ti.

- Ferrari 330 P4 #24: this car is now a Coupe, not a Spyder.

- Alpine Wide w201 and w323:fixed class and category these two cars are not "Fictional", but are
bassed in real models.

- Cobra 98X (from Mod folder): this was not appearing in the game.

- Cobra 89 (from Mod folder):deleted duplicated skin, is the same of Cobra_89 (from the same folder).

- Now all sprites have 3 digit numbers now is easier to sort though the skins, and pick the one you
want.

- Fixed '64 Mk I Ford GT40 #9 (this is the LM Trials model) and #12 is said to be '67 model in the
skin instead of 64.

- Edited driver name in 300SLR Roadster #658 was driven by Juan Manuel Fangio.

- Fixed veh file in AMC Javelin's The #1 from Woods racing, had a Chevrolet engine.

- Fixed Small issue with the R8 driver's back seen from behind in the car (across the seat).

- Some of LHD Mini cockpits were showing only the texture of the GTL LCD display (the digital
speedometer).

- Fixed veh on some 67 Camaros that were in the wrong year.

- Mini 1071 did appears on races which have only been selected for A0 opponents (but the 1071 is an
A1).

- Fixed A110 310 banner.

- Fixed A310 midi lible , for midi libre in .veh and skin.

- The cobra 873 now is showed ingame as 289.


Appendix 44

- Fixed Porsche 914/6 #12 Zamudio Racing has been placed in wrong place in menu. It uses 2.0
physics, but has been placed under 2.5.

- The minis 1071cc are A0, they are showed in the car selection menu as A0 and have correct A0 icon
but in-circuit they were showed as A1.

- Fixed the 330 brakelights, had an error in the material settings, they were not set as "glass".

- Fixed Capri driver/helmet, were not in the correct place.

- Fixed Simca '76 .vehs

- Fixed mirror position in Minis.

- Fixed alpine nº 318 (1800cc wide) now it will not be selected together with the 1600cc.

- Fixed cobra helmets and the position of both driver and helmet.

- Fixed Renault 8 driver names.

- Fixed mapping on the Firebird , in the chassis, between the trunk and rear windows.

- updated materials on the Mirage's wheels to fix CTD.

- New set of black gauges for the typo 61.

- New steering wheel textures for the typo 61.

- 3 new cockpit/cockpit_chassis for the SLR.

- New car: 70 Camaro Chaparral.

- Added vintage helmet/drives for some cars, right now the Shelby daytona's, ferrari GTB, Elite,
porsche 906.

- New skins: one typo 61, one 904, one 914 and fixed one more 3 GTO , one R8 1100, fixed various
R8,two 911S, 7 ferrari GTB and some GTAm.

- New textures for the T/A wheels darker, and probably will fix the error in old ati cards.

- New shaders for all of our scratch made T/A 02 cars.

- New Mercedes SLR 772 co-driver.

- Fixed material on the Challenger's tach.

- Porsche 904, 10K tach for the 904-8.

- Updated rims for the 911S, new set of black rims.

- Fixed position of all GT40 cockpit_chassis.

- Fixed transparency of Alpine A310 cockpit_windows.

- Fixed Dino collision model.

- Fixed position of rear wheels on some Corvettes (added two new cockpitinfo.in).
Appendix 45

- Pantera #84 was named ingame as Private instead of Factory.

- Fixed 914 vehs files, all 2.0 were showed ingame as 2.5.

- Fixed some 911 vehs files, ingame were showing 011 instead of 911.

- Fixed a lot of veh files because there was no distinction between engine versions in opponents tab
(904, Camaro 67, A110,Mustang 67, Simcas, Renault..).

- New chassis for the Renault 8 1100cc.

- New cockpit for the Renault 8.

- Fixed some GTO veh files, because of incorrect team name.

- Shelby Mustang '66 moved to A3.

- Shelby Mustang '67 & '68 moved to A4.

- Ford Mustang and Falcon moved to A3.

- Ferari Dino moved to A2 except the Le Mans version.

- Ferari Dino LM moved to B1 updated icon.

- fixed .veh name on one BMW LM.

- Fixed one material on BD4 rims.

- fixed UV mapping on left mirrors on some corvettes.

- fixed flickering on escort's spoilers.

---- Physics ----

- Engine compression values for TransAm cars (except Camaros), Corvettes and GT40s adjusted at
lower revs.

- Alfa GTAm setup update.

- 2002ti setup upgrade.

- Mini 1071 clutch not slipping anymore.

- Alpine a110 1100 engine/gbox adjustment.

- Austin Healey 3000 gearbox ratios for a four speeder config.

- Most of TransAms (69 Stang, Javelin, Cuda and Challenger) have new physics.

- Starter in Ferrari 330 has revised values to have a better start up (specially 412P).

- camber and undertrays fixed for the Capri 2600.


Appendix 46

- Alpine 1100 engine from the Renault 8 1100.

- New Renault 8 (All versions plus Gr2 new version) and Simca Rallyes (all versions).

- small setup update for the Zagato.

- Camaro 67, 68 and 68 Penske have same (new) setup now and only differences are from hp, weight
and inertias.

- Fixed iddle for FIA68Maro.

- Erased excessive zeroes from the escort gearbox (although it makes no difference whatsoever).

- Dodge Challenger was not using post 1.9 physics yet. Hopefully this time it's better and closer to the
Cuda.

- +5% grip in all T/A car over two litres.

- all engines have this values:

LifetimeOilTemp=(110,15)
LifetimeAvg=108000
LifetimeVar=16200

- decreased the brake heating by 5% in T/A cars.

- All cars have this in the hdv for the undertray values: UndertrayParams=(262500.0,11600.0, 2.0).

- updated upgrade files.

- fixed mismatches on the SLR coupe.

- updated physics for the TVR, Lotus Cortina, 904, GTO, Ferrari Daytona, BMW 2002 ti, BMW 2002
tii, GTAm and Pantera LM.

- Updated AI for all cars. AI behavior has improved a lot compared to v1.9 (for recommended settings
check the AI section in the manual)

- 740 new talent files (different drivers will have different behavior)

- new P330 physics.

---- Sounds ----

- updated sounds : Cuda, Abarth, Ferrari GTB4, Sprint.

- two A110 wide version were not using the correct sound.updated sounds.
Appendix 47

Additional resources

Official site:
http://www.historx.net

Official Facebook page:


http://www.facebook.com/HistorXTeam

Official Twitter page:


@HistorXTeam – https://twitter.com//HistorXTeam

RealFeel Plugin at rFactorCentral:


http://www.rfactorcentral.com/detail.cfm?ID=Real%20Feel%20FFB%20Plugin

Grindding Tranny Mod at rFactorCentral:


http://www.rfactorcentral.com/detail.cfm?ID=Grinding%20Tranny%20Mod
Credits 48

Credits

HistorX Mod Team (Alphabetical order)


www.historx.net

Gonzas: Integration, Testing, Comedian


Graag: Skins manager
Grasshopper: Models, Testing
Hugh Jarse: Showroom, Testing, Skins
Munty: Skins guru
Papagis: Models, Textures
NotLaw: Models, Testing
Rantam: User Interface, Testing, Installer, Manual, P.R., Models, Textures.
Wolferl: Car sounds, Testing
Yutja: AI
Yoshimura: Physics, Testing

Plugins

Techade: Realfeel Force Feedback


Richard Jackett: Grindding tranny

New members

Tico420
Dmatzies

Niels At Home: Physics consultant

Former members

BradK: Models, skins, cockpits


CharleeSkywalker(DinoLover): Models
Falkrum: Mercedes SLR models & textures
JorgeAraujo: Models, forum videos
Juju: Models, textures (We really hope you’re doing fine!)
Eric Bugs: Skins
Jules327: Skins
Hompe: Skins

For detailed credits for each car please visit www.historx.net


Credits 49

Additional material

Skins

6e66o
Canamracer
Gerben Bervoets
Grem304 (Ford Falcon advisor also)
Jayforce
Jesper
Labatts
LooneyCooney
NKM74
Octane (Lotus Elite)
ODS-SdP's skins pack: Carlos da Silva, Serge de Pauli, Target, Tom Schaak
TheCosmicPope

Additional User interface translations

Donan (German)
Max_Angelo (Italian)

Collaborations/Material used with permission

Le Mans 72 modifications: 2CV SuperGT


911s gauges : clevy911
Abarth gauges: dbstreet
GTAm modified cockpit model: dbstreet
Ferrari Daytona 275 GTB: Georg
Porsche 911 RSR rims: RCL
Mini 1310: Sunalp2 & Sharpo
Modified LM72 Corvettes: Umma Gumma
Cobra addon: Kittx, Humpfester, Ytanguy, Sunalp2
Ferrari 250 GTO: Lo^, Six Degrees
Ford GT40 X1: Sunalp2, WizardOfOz
Ford GT40 Roadster: WizardOfOz
Austin Healey Sprite original body: NGMT
Ford Falcon Rallye modifications: Sunalp2, LBMT, Rmi
TransAm additional content: Sunalp2 & Kiwisteve
Stang '69 original cockpit: SimonT

We’ve tried to not miss anyone there, but If you think we forgot you please
contact us!
Credits 50

Media used with permission

Alex webster – http://www.porscheclassics.com.au


BMWizardofOz
Brian Watson – http://www.brianwatsonphoto.co.uk
Ed Solheim (Sandman1071)
Familylawson
Gary Savage
Jaap Sinke
John Holroyd – http://www.motorsportphotographs.com
Martymcmeek
Roger Pincus – http://www.racingpincus.com
Yeoman15
Credits 51

This mod is dedicated to:


Our families. Their love and patience
made this project possible.

To all the people involved in classic racing who


shared their knowledge and experience with us.

Fans, leagues and websites who have been following our


work during all these years. We really appreciate your
support and your patience!

We really hope you enjoy this mod as much as we do!

SPECIAL THANKS

ISI for the amazing rFactor

Simbin/Blimey!/10Tacle for the great GT Legends.


Many of the models and textures of this mod were made by them
(If you're a real simracer you should get that game indeed!!)

MORE THANKS TO

Timo Scheibner, to let us record his amazing Vette 69


from the cockpit during 2008's Jim Clark revival race

Dieter Tögel, to let us record his BMW CSL EX-Quester/Krebs


during Nürburgring’s Oldtimer 2010 GP

Jason Minshaw, to let us record his Maserati Birdcage


during Nürburgring’s Oldtimer 2010 GP

Old rFactorCentral

SimRacingTonight/Insidesimracing staff
and specially to Darin

Old RaceSimCentral
Credits 52

A BIG “BOO!” TO

Those who ripped the v1.0 and v1.9 to share it on P2P


networks or used content from it without asking permission:

Xtremeracers (especially to Crobol and Johnkyhappy)


F1Classics (Where admins say "FU". Not much more to say..)
Simracing.in.ua
Sim-Stox
Xtremefactor
F1-S-R
rFactornews
and sadly many more...

Shame on you!
Notes 53

Notes
Notes 54

You might also like